/*
 * Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
 SDName: Shadowfang_Keep
 SD%Complete: 75
 SDComment: npc_shadowfang_prisoner using escortAI for movement to door. Might need additional code in case being attacked. Add proper texts/say().
 SDCategory: Shadowfang Keep
 EndScriptData */

/* ContentData
 npc_shadowfang_prisoner
 EndContentData */

#include "ScriptPCH.h"
#include "ScriptedEscortAI.h"
#include "shadowfang_keep.h"

/*######
 ## npc_shadowfang_prisoner
 ######*/

enum eEnums {
	SAY_FREE_AS = -1033000,
	SAY_OPEN_DOOR_AS = -1033001,
	SAY_POST_DOOR_AS = -1033002,
	SAY_FREE_AD = -1033003,
	SAY_OPEN_DOOR_AD = -1033004,
	SAY_POST1_DOOR_AD = -1033005,
	SAY_POST2_DOOR_AD = -1033006,

	SPELL_UNLOCK = 6421,
	NPC_ASH = 3850,

	SPELL_DARK_OFFERING = 7154
};

#define GOSSIP_ITEM_DOOR        "Thanks, I'll follow you to the door."

class npc_shadowfang_prisoner: public CreatureScript {
public:
	npc_shadowfang_prisoner() :
			CreatureScript("npc_shadowfang_prisoner") {
	}

	CreatureAI* GetAI(Creature* pCreature) const {
		return new npc_shadowfang_prisonerAI(pCreature);
	}

	bool OnGossipSelect(Player* pPlayer, Creature* pCreature,
			uint32 /*uiSender*/, uint32 uiAction) {
		pPlayer->PlayerTalkClass->ClearMenus();
		if (uiAction == GOSSIP_ACTION_INFO_DEF + 1) {
			pPlayer->CLOSE_GOSSIP_MENU();

			if (npc_escortAI* pEscortAI = CAST_AI(npc_shadowfang_prisoner::npc_shadowfang_prisonerAI, pCreature->AI()))
				pEscortAI->Start(false, false);
		}
		return true;
	}

	bool OnGossipHello(Player* pPlayer, Creature* pCreature) {
		InstanceScript* pInstance = pCreature->GetInstanceScript();

		if (pInstance && pInstance->GetData(TYPE_FREE_NPC) != DONE
				&& pInstance->GetData(TYPE_RETHILGORE) == DONE)
			pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_DOOR, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);

		pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());

		return true;
	}

	struct npc_shadowfang_prisonerAI: public npc_escortAI {
		npc_shadowfang_prisonerAI(Creature *c) :
				npc_escortAI(c) {
			pInstance = c->GetInstanceScript();
			uiNpcEntry = c->GetEntry();
		}

		InstanceScript *pInstance;
		uint32 uiNpcEntry;

		void WaypointReached(uint32 uiPoint) {
			switch (uiPoint) {
			case 0:
				if (uiNpcEntry == NPC_ASH)
					DoScriptText(SAY_FREE_AS, me);
				else
					DoScriptText(SAY_FREE_AD, me);
				break;
			case 10:
				if (uiNpcEntry == NPC_ASH)
					DoScriptText(SAY_OPEN_DOOR_AS, me);
				else
					DoScriptText(SAY_OPEN_DOOR_AD, me);
				break;
			case 11:
				if (uiNpcEntry == NPC_ASH)
					DoCast(me, SPELL_UNLOCK);
				break;
			case 12:
				if (uiNpcEntry == NPC_ASH)
					DoScriptText(SAY_POST_DOOR_AS, me);
				else
					DoScriptText(SAY_POST1_DOOR_AD, me);

				if (pInstance)
					pInstance->SetData(TYPE_FREE_NPC, DONE);
				break;
			case 13:
				if (uiNpcEntry != NPC_ASH)
					DoScriptText(SAY_POST2_DOOR_AD, me);
				break;
			}
		}

		void Reset() {
		}
		void EnterCombat(Unit* /*who*/) {
		}
	};
};

class npc_arugal_voidwalker: public CreatureScript {
public:
	npc_arugal_voidwalker() :
			CreatureScript("npc_arugal_voidwalker") {
	}

	CreatureAI* GetAI(Creature* pCreature) const {
		return new npc_arugal_voidwalkerAI(pCreature);
	}

	struct npc_arugal_voidwalkerAI: public ScriptedAI {
		npc_arugal_voidwalkerAI(Creature* pCreature) :
				ScriptedAI(pCreature) {
			pInstance = pCreature->GetInstanceScript();
		}

		InstanceScript* pInstance;

		uint32 uiDarkOffering;

		void Reset() {
			uiDarkOffering = urand(290, 10);
		}

		void UpdateAI(uint32 const uiDiff) {
			if (!UpdateVictim())
				return;

			if (uiDarkOffering <= uiDiff) {
				if (Creature* pFriend = me->FindNearestCreature(me->GetEntry(), 25.0f, true)) {
					if (pFriend)
						DoCast(pFriend, SPELL_DARK_OFFERING);
				} else
					DoCast(me, SPELL_DARK_OFFERING);
				uiDarkOffering = urand(4400, 12500);
			} else
				uiDarkOffering -= uiDiff;

			DoMeleeAttackIfReady();
		}

		void JustDied(Unit* /*pKiller*/) {
			if (pInstance)
				pInstance->SetData(TYPE_FENRUS,
						pInstance->GetData(TYPE_FENRUS) + 1);
		}
	};
};

void AddSC_shadowfang_keep() {
	new npc_shadowfang_prisoner();
	new npc_arugal_voidwalker();
}
